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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84320 times)

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #345 on: July 27, 2013, 07:27:01 am »

Why a crapton of bugs?  ??? These workshops are all super simple, thats the reason I do them. Its not like the magic system or inner threats, with complex interactions and such.

It does create quality items, depending on the dwarf... but thats good. I use the diplomacy/ambassador skill... the better the dwarf can talk, the better the item he buys. I wanted to use bookkeeper first, but its not a labor you can toggle.

Quote
Can you make the reactions produce wares of certain and unchangable quality? If so, it should be easy to make separate reactions for diffrent qualities with increasing costs.
Thats insane.  :o The problem I face is that there are already too many reactions. Adding one for each quality would be counter-productive, and besides that, impossible.
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Z1000000m

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #346 on: July 27, 2013, 07:48:36 am »

I'd knew you'd say that, but the way I see it, the fact that instead of havig a whole industry dedicated to making proper armor, you could just subtitute that with one guy is just cheap. It also makes no sense at higher levels, seeing as you could somehow broker masterworks for a penny. Seems to be waaay too skill dependant, and they way mdf works right now, I daresay we have enough skill farming going on.
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Stronghammer

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #347 on: July 27, 2013, 09:42:50 am »

I have an idea for the different materials in the markets. Have one reaction that lets you buy "material tokens" these useless items would be made of whatever material you want your item made of. So this would result in maybe 6 reactions depending on how many resource types. Then in your market reactions for say a breastplate, have it call for a material token and coins and then have the product made of the same material as the token. This way, if you want to make copper items you just "buy" copper tokens and then items bought would consume any token on hand (the copper ones you bought) and then be copper. It just means less potential reactions for you to make, but then access to all the different materials. Thats just my suggestion, as having done the market route, it can get expensive in number pf reactions.
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #348 on: July 27, 2013, 09:58:31 am »

Stronghammer, that was my thought as well. Use a custom tool with a specific inorganic mat that has a MATERIAL_REACTION_PRODUCT:TRADE_MAT:INORGANIC:STEEL and so on. Otherwise my solution would have been to limit it to steel. What else would a dwarven shopkeeper make his weapons/armor of?

Z1000000m, I know. I have said exactly the same thing many times, when Smakemupagus and Stronghammer and me were talking about a merchant/trade system for the mod. Stronghammer had just released his mod, Smake made his own version for the orcs, the caravanserai, and I said: No, I cant put that into MasterworkDF, its unbalanced and will never be balanced. It completely disregards two things that are essential for trade: Supply and Demand.

Supply: You sit in a sieged, locked-down fortress on a glacier, underwater, within the crater of a volcano. You build a merchant workshop, buy wood for copper, out of thin air.

Demand: You are in a forested area, wood is abundant. Wood costs 500 copper in the merchant. You are on a glacier, wood is scarcer then platinum. Wood still costs 500 copper.

Both things completely break the system from my point of view. But I know that some people like the idea, otherwise it wouldnt have been done several times already, and I know that I can make it optional, and if I think it is too gamebreaking, I just disable it by default, but leave the option for the players that want it. I mostly find the idea interesting to give artificial value to copper, silver and gold. People would actually hunt for gold-veins, because they want to buy stuff with it. Or they make a giant alcohol production and sell it, because it makes a good tradegood. Usually people only sell dyed silk clothing or prepared meals, both of which are insanely overpriced.
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Samarkand

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #349 on: July 27, 2013, 10:04:02 am »

As far as supply and demand breaking merchants, you could make a merchant which sells only those things of roughly constant supply and demand. For example, people were complaining about large gem scarcity. It seems there will be few forts with an abundance, and if they buy it at all that indicates the demand for it, since it is only used in specific magic reactions. Similarly buying things like super rare metals, pets such as ogres (if you're a bold :) ) or rare reagents necessary for high tier reactions would always be worth approximately the same value, regardless of your fort.

Also, Herbalists Garden sounds awesome!!! Yes please (and maybe a bold version if it works well... :) )
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nuget102

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #350 on: July 27, 2013, 10:43:24 am »

I love the idea of the surgical theater, it could be life saving. o.o Of course I also want vampires for my arena so they can fight for all of eternity so they can pass their knowledge to the dwarfs who will one day pass on.
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #351 on: July 27, 2013, 12:21:08 pm »

I had a look at a possible herbalists garden. I think I will take a "bag of herbal seeds" or something that you have to buy first. This means you either embark with it, or you wait till autumn to order it, and then till second autumn to get it (if you have the tradegoods and no ambush kills the caravan). This ensures that its not too easily and too early made.

With the bag of seeds, a mortar and a pestle you can now build the herbalists garden. To grow herbs, simply take 1 bar of potash (fertilizer) and bam, insta-grown plants. Inedible themselves, they can only be used in the culinary kitchen.

I think I'll use: Black Pepper, Oregano, Garlic, Nutmeg, Basil, Thyme, Chives, Coriander, Cinnamon, Parsley, Fennel, Mint. That should be about it. You can also make salt from rock-salt, probably in the quern/millstone. All this together should give plenty of extra ingredients for the culinary kitchen.

Any feedback on this? Too complex? Other uses for the herbs? Any herbs missing? Any other plants that could be grown, like Orchids for perfume (tradegood)?

I also finished writing the Weapons/Armor Merchant, currently it only sells steel goods. The other have a list of items now, but no reactions yet. But damn, its a lot. Like... a lot. I have to leave out lots in the end.
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Samarkand

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #352 on: July 27, 2013, 12:51:59 pm »

I love cooking, so I like making my dwarves cook :) . Add Tumeric maybe? What culture's herbs should dwarves most resembel? Perfume tradegood sounds cool, but perhaps as a farming product, not an herbalist product.
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Gamerlord

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #353 on: July 27, 2013, 01:00:30 pm »

Can you give dwarves the ability to make black pudding and haggis?

Samarkand

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #354 on: July 27, 2013, 01:02:10 pm »

Can you give dwarves the ability to make black pudding and haggis?

Lets stop well before lutefisk though...
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Dwarf Kitty

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #355 on: July 27, 2013, 09:25:16 pm »

Alternate names for the Culinary Kitchen:  Chef's Kitchen, Gourmet Kitchen.
 
Also, you might not want to call the garden an Herbalist's Garden, unless you also intend to grow medical herbs there.  Herbalist implies medicine and healing.  "Herb Garden" fits what you have at the moment.
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silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #356 on: July 28, 2013, 12:50:49 am »

I think I'll use: Black Pepper peppercorn,
The black part refers to how it is processed, it is not a plant type.

Salt from the sea, probably should only be from the sea and everyone else has to import it. If I recall correctly mined salts are usually not safe to eat without further purification.

Cocktail bar: the problem I have with this is that it would mean there would be three different building that produce drink. At this point your just adding workshops to add workshops. None of the buildings have enough reactions to be cluttered; things can be combined and simplified. Suggest merging the culinary kitchen and cocktail bar at a minimum. 

Fletcher: only if you remove/replace bower, otherwise just add the reactions to the bower it only has 2 I think.

Precision toolmaker: Should probably use brass for the steamwork stuff, unless it is too uncommon. I noticed there didn't seem to be much use for it as is, and it is a good metal for such things. Not that the armor should be brass armor, just the fiddly bits you need to make the armor.

Trade Stalls: Should not offer things you can also get from traders in bulk. I see no need to offer steel goods when you have metric tons of that from humans and dwarfs already, plus stealoak and bloodsteel. Make them unique. Offer things like orichalcum(had a guy want these for a strange mood), welded metals armor and weapons, plaster powder(I request this from traders every time and cannot keep it in stock), gypsum(start to run out with a large military), black powder pouches, dynamite, flux in large crates (using animals->bonemeal can be rough on fps), fossils, food and drink at a high price (for emergency supplies), masterwork books on critical skills like medical skills (yes these are not terribly difficult to make, but that isn't much of a comfort when you are up to your eyeballs in shit and severed buttocks), shells (for moods and leather), and other random things you might just want one or two of right now for a mood (maybe a mood goods crate?).

#########################################################################################
Other suggestions (mostly based of off 3c)
#########################################################################################

There needs to be a page in the manual on the various goods and stockpile settings for them. So I'm not sitting here going, "Is paper a bar? It looks like a bar so a bar of library supplies maybe? No that doesn't work. HEY! You come back here with that ink, I was using that! If you don't put that god damn bin down and stop canceling his job I'm going to sell your sorry ass to the elves."
The only documentation for this, where any exist is in old change logs and crap like that.
I have not yet looking into how stockpiles work the raws so maybe I will have better suggestions once I do so.

No use for volcanic bars (from melting stuff down) and (related) no volcanic ammo, trap components, or list for volcanic in the military equipment screens. Obsidian is infinite, and by relation so is slade, mithril clad elves are infinite, steel clad humans are infinite, I see no reason I shouldn't be able to make traps or ammo out of volcanic if I want to. The best, and by no means perfect, solution I can think of is to have the great magma forge produce bars (multiple reactions producing varying amount of bars) and then craft them into armor or whatever normally.

Runes just for mage staffs, volcanic for fire mages, bifrost for ice mages, ect. Just things out of rarish stuff that can boost the mages a bit, make it take like a 10 bars or something, but do something to help them.

Is it this that makes it so an attack of some type happens every time a caravan comes, or is that vanilla? If this, please for the love of all that is holy can this be randomized a bit. Ambushes are not very ambushy when you know exactly which day they will show up. And seriously guy, I think after the first ten ambush messages the element of surprise is well and truly lost, just fraking die already and stop pausing my game. /rant

Is there anyway to make lifemancers, or whatever the hell they are called now, not resurrect the massacred dwarven caravans? I have the pop limit set to 200, the child limit set to 0, and I have 300 dwarfs. Not to mention it is bugging the crap of my fort with all of the ghost of the caravan guards who have been buried but wont go away seemingly related to either the lifemancer or the armok's wards.

I'm getting some odd things from butchering some stuff with simply meat turn on. i.e. giant drow spiders give pancreatic tissue, and beak dogs(at least I think it is them) give gizzard stones made out of random stone, like native gold gizzard stone.

Seems to be a weird thing going on with the exploding catapult ammo and the siege plugin. Using vanilla rocks I tend to come close to, or actually hit my target every time (using masterwork catapults and dwarfs with 8+ siege operation); using exploding catapult ammo it seem to overshoot every single time by about the same amount. Is it expecting a different density or something? Something is off.

No stockpiles for burning/exploding ammo/siege ammo/boulders. (Will dwarfs ever pick up bolts, ect if they are not in a stockpile?)

Please shorten the names of some of the creature to make them easier to type when using the zone plugin.
Typing "zone assign all own race RHENAYAS_DROW_SPIDER_GIANT" is a pain in the ass.

Bone armor ->bonemeal reaction. A use for the bone armor from raiding kobols.

Can upgrade rams, can trade for rams, cannot make rams.

Disclaimer: It is late some or all of the above may be incomprehensible.
« Last Edit: July 28, 2013, 01:03:18 am by silentdeth »
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #357 on: July 28, 2013, 01:02:59 am »

Salt from rock salt, DF cant tell the difference between salt and freshwater in reactions. And again, I cant access the bowyer, its hardcoded. I thought about changing the brewery to have these new drinks, and remove the old reactions. The fine-goods merchant sells these rarer items you listed, but the basic goods guy should sell materials.

The rest makes sense, the stockpiling, volcanic... the catapult doesnt overshoot, I cant access that, and I have never seen the problems with butchery/pancreas/gizzard stone.  ??? But then again I can only test domestic pets. Shortening creature names just for that one plugin seems a bit overkill, I didnt even know it exists, never used it myself.
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Putnam

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #358 on: July 28, 2013, 02:48:28 am »

also I think I might be using that particular creature >_>

Repseki

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #359 on: July 28, 2013, 05:50:56 am »

I'm pretty sure the caravan guard ghosts is a vanilla thing, since they can't be found on the engraving list for whatever reason. If you select them with "v", you can then use tweak fixghostly (pretty sure thats it) in dfhack and they will disappear.
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